Xash3D FWGS engine.
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#include "r_local.h"
#include "../ref_gl/gl_export.h"
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message );
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
case GL_DEBUG_TYPE_OTHER_ARB:
default:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
}
}
unsigned short *buffer;
#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x)
void R_BuildScreenMap()
{
int i;
#ifdef SEPARATE_BLIT
for( i = 0; i < 256; i++ )
{
unsigned int r,g,b;
// 332 to 565
r = ((i >> (8 - 3) )<< 2 ) & MASK(5);
g = ((i >> (8 - 3 - 3)) << 3) & MASK(6);
b = ((i >> (8 - 3 - 3 - 2)) << 3) & MASK(5);
vid.screen_major[i] = r << (6 + 5) | (g << 5) | b;
// restore minor GBRGBRGB
r = MOVE_BIT(i, 5, 1) | MOVE_BIT(i, 2, 0);
g = MOVE_BIT(i, 7, 2) | MOVE_BIT(i, 4, 1) | MOVE_BIT(i, 1, 0);
b = MOVE_BIT(i, 6, 2) | MOVE_BIT(i, 3, 1) | MOVE_BIT(i, 0, 0);
vid.screen_minor[i] = r << (6 + 5) | (g << 5) | b;
}
#else
for( i = 0; i < 256; i++ )
{
unsigned int r,g,b , major, j;
// 332 to 565
r = ((i >> (8 - 3) )<< 2 ) & MASK(5);
g = ((i >> (8 - 3 - 3)) << 3) & MASK(6);
b = ((i >> (8 - 3 - 3 - 2)) << 3) & MASK(5);
major = r << (6 + 5) | (g << 5) | b;
for( j = 0; j < 256; j++ )
{
// restore minor GBRGBRGB
r = MOVE_BIT(j, 5, 1) | MOVE_BIT(j, 2, 0);
g = MOVE_BIT(j, 7, 2) | MOVE_BIT(j, 4, 1) | MOVE_BIT(j, 1, 0);
b = MOVE_BIT(j, 6, 2) | MOVE_BIT(j, 3, 1) | MOVE_BIT(j, 0, 0);
vid.screen[(i<<8)|j] = r << (6 + 5) | (g << 5) | b | major;
}
}
#endif
}
#define FOR_EACH_COLOR(x) for( r##x = 0; r##x < BIT(3); r##x++ ) for( g##x = 0; g##x < BIT(3); g##x++ ) for( b##x = 0; b##x < BIT(2); b##x++ )
void R_BuildBlendMaps()
{
unsigned int r1, g1, b1;
unsigned int r2, g2, b2;
FOR_EACH_COLOR(1)FOR_EACH_COLOR(2)
{
unsigned int r, g, b;
unsigned short index1 = r1 << (2 + 3) | g1 << 2 | b1;
unsigned short index2 = (r2 << (2 + 3) | g2 << 2 | b2) << 8;
unsigned int a;
r = r1 + r2;
g = g1 + g2;
b = b1 + b2;
if( r > MASK(2) )
r = MASK(2);
if( g > MASK(2) )
g = MASK(2);
if( b > MASK(1) )
b = MASK(1);
ASSERT(!vid.addmap[index2|index1]);
vid.addmap[index2|index1] = r << (2 + 3) | g << 2 | b;
r = r1 * r2 / MASK(2);
g = g1 * g2 / MASK(2);
b = b1 * b2 / MASK(1);
vid.modmap[index2|index1] = r << (2 + 3) | g << 2 | b;
for( a = 0; a < 8; a++ )
{
r = r1 * (7 - a) / 7 + r2 * a / 7;
g = g1 * (7 - a) / 7 + g2 * a / 7;
b = b1 * (7 - a) / 7 + b2 * a / 7;
//if( b == 1 ) b = 0;
vid.alphamap[a << 16|index2|index1] = r << (2 + 3) | g << 2 | b;
}
}
}
void R_InitBlit()
{
LOAD(glBegin);
LOAD(glEnd);
LOAD(glTexCoord2f);
LOAD(glVertex2f);
LOAD(glEnable);
LOAD(glDisable);
LOAD(glTexImage2D);
LOAD(glOrtho);
LOAD(glMatrixMode);
LOAD(glLoadIdentity);
LOAD(glViewport);
LOAD(glBindTexture);
LOAD(glDebugMessageCallbackARB);
LOAD(glDebugMessageControlARB);
LOAD(glGetError);
LOAD(glGenTextures);
LOAD(glTexParameteri);
#ifdef GLDEBUG
if( gpGlobals->developer )
{
gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
// force everything to happen in the main thread instead of in a separate driver thread
pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
}
// enable all the low priority messages
pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
#endif
buffer = Mem_Malloc( r_temppool, 1920*1080*2 );
R_BuildScreenMap();
R_BuildBlendMaps();
d_pzbuffer = malloc(vid.width*vid.height*2);
R_InitCaches();
}
void R_BlitScreen()
{
//memset( vid.buffer, 10, vid.width * vid.height );
int i;
byte *buf = vid.buffer;
#pragma omp parallel for schedule(static)
for( i = 0; i < vid.width * vid.height;i++)
{
#ifdef SEPARATE_BLIT
// need only 1024 bytes table, but slower
// wtf?? maybe some prefetch???
byte major = buf[(i<<1)+1];
byte minor = buf[(i<<1)];
buffer[i] = vid.screen_major[major] |vid.screen_minor[minor];
#else
buffer[i] = vid.screen[vid.buffer[i]];
#endif
}
pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
pglEnable( GL_TEXTURE_2D );
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, buffer );
//gEngfuncs.Con_Printf("%d\n",pglGetError());
pglBegin( GL_QUADS );
pglTexCoord2f( 0, 0 );
pglVertex2f( 0, 0 );
pglTexCoord2f( 1, 0 );
pglVertex2f( vid.width, 0 );
pglTexCoord2f( 1, 1 );
pglVertex2f( vid.width, vid.height );
pglTexCoord2f( 0, 1 );
pglVertex2f( 0, vid.height );
pglEnd();
pglDisable( GL_TEXTURE_2D );
gEngfuncs.GL_SwapBuffers();
// memset( vid.buffer, 0, vid.width * vid.height * 2 );
}